Teach me how to 6th gen

Intro

380.png
473.png
251.png
485.png
639.png
642-s.png

So this is literally just a 5th gen team. A pretty good 5th gen team mind you, near the end of 5th gen it climbed to 13th on the OU ladder on Showdown, never losing a battle. Then again it was only Showdown, so I got a lot of free wins, but whatever, it was pretty good team. Now I didn't play 6th gen because I thought basically all of the new concepts looked stupid, but I bought a 3DS used to play Fire Emblem Awakening and figured I might as well try X or Y while I was at it and I sort of enjoyed it. So here I am. It appears the meta is still a gigantic freaking mess and I couldn't find any helpful team building guides or anything so I figured I'd just take my 5th gen team and put it here to see if it could be modernized by you helpful people after testing it out a bit to see if it still functions, of course. It seems to still function, I still haven't lost with it, but again, its Showdown and people suck so its hard to tell. I looked at the tiering list thats stickied in the OU discussion and it appears that a good portion (aka Celebi) of my team could have their job better done by something else, at least according to that thread.

Team

380.png

Latias (F) @ Leftovers
Ability: Levitate
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Dragon Pulse
- Hidden Power [Fire]
- Substitute
- Calm Mind

The rock of the team, Latias was basically a mandatory Poke last gen if you running a balanced team. This set basically comes in on something that I know, or predict, will switch out on it, such as set-up fodder (smeargle seems to be a popular choice in 6th gen) anything locked into a ground type move, a special attacker w/o coverage on it, etc. Then it either throws down a Sub and precedes to hit like a truck from behind it, or if I'm feeling fancy I'll double switch because I know their leaving to an unfavourable matchup. Attacking moves are for coverage obviously, CM is for if they waste a turn trying to status through the Sub or can't break the sub and then are forced to switch. I'm not usually going to try to set up with this thing unless they really let me, I'd rather play it safe and fire off some reasonably hard hitting Dragon Pulses.

473.png


Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 252 Atk / 4 HP / 252 Spd
Adamant Nature
- Earthquake
- Ice Shard
- Superpower
- Stone Edge

Basically mandatory in 5th gen if you wanted to win because Ice Shard is god-tier. Has fantastic coverage, and generally murders anything slower than itself. Honestly not too much to say, I don't use it much because its rather situational, as with any priority user, but it has a moderately useful immunity and is, as far as I'm aware, the best priority user in OU, and with setup seeming to be in style I'm sure as fuck not running a team without a priority user.

251.png


Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 Spd
Bold Nature
- Recover
- Giga Drain
- Thunder Wave
- U-turn

It comes in on the most threatening offensive pokemon, (usually a scarfer) Thunder Waves it, then either gets sacked so Terrakion can pick up a revenge kill, or if they switch it gets to see the light of day. That's really it. With how overpowering Terrakion was last gen this worked really well. I remove anything that potentially outspeeds and can significantly damage Terrakion, and then their whole team dies. Mamoswine was there to deal with any Ground types that were immune to Thunder Wave. He can still, as far as I'm aware, take hits reasonably well, and he and Heatran resist pretty much every type in the game together (or maybe it is every type in the game IDK).

485.png


Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Stealth Rock
- Protect
- Toxic
- Lava Plume

I'm pretty sure you know this set by this point. It's specially defensive Heatran. It either walls everything forever alongside Celebi, while putting out significant damage with Lava Plume, or it sets up Stealth Rocks and dies the turn after. One or the other.

639.png


Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Close Combat
- Earthquake
- Stone Edge
- X-Scissor

As far as I'm aware Close Combat still OHKOs or 2HKOs enough of the meta to make him the best scarfer around. But thats as far as I'm aware. Everything on this team is built to whittle the enemy down to the point where I just send out Terrakion and click Close Combat a couple times to win. He has good coverage too I guess, but I'd rather not punch the ticket to Miss City that is needed to use said coverage.

642-s.png


Thundurus-Therian (M) @ Choice Specs
Ability: Volt Absorb
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Focus Blast


Hits like a truck on steroids... driven by Mike Tyson... who is also on steroids. You get the picture, it hits hard, it also has some nice immunities that force switches so that it can scout with Volt Switch. Unfortunately it has to scout with Volt Switch which can give the other guy switch initiative if they happen to have a ground type. It doesn't really matter that the Base Power on HP Ice is low, I'm using it for coverage which means that it will probably be at least hitting for x2 and with this much power that is very likely to kill. Focus miss on the other hand will almost certainly kill whatever I use it on, as long as the wind is blowing in the right direction, and it's tuesday and I've made sufficient sacrifices to the RNG gods for them to allow it to hit.

Conclusion

As a conclusion, I'd like to keep the basic, balanced offense feel to this team intact, but I'm open to basically swapping out any pokes on the team, if there really are new pokes that fulfill their role, only better. As I've said, I'm completely new to 6th gen, so I don't even know what the real threats are, so if my team has any glaring weakness please do point it out.
 
What's going on Buonomo, it's cool that you came back for gen 6 and this is a pretty solid gen 5 team. A lot of changes have happened this gen, some for the better and others not so much. The first thing I noticed was how ridiculously weak you are to Mega Heracross and to a lesser extent Mega Venusaur. Nothing can swap in and you have one move super effective to it. Try swapping out Celebi for Clefable in order to better deal with Mega Heracross. The EVs are meant for you to have as much physical bulk as possible to better deal with the abundance of physical threats there are. I use Unaware over Magic Guard simply because ignoring boosts vs taking no damage from hazards and status is an easy choice imo. Wish / Protect combo is the preferred form of reliable recovery due to the fact that Soft Boiled is illegal with Unaware. Wish passing also is a huge help in keeping teammates alive and Protect can be used to scout. Heal Bell allows you to refresh the team or yourself again why Magic Guard is not that useful). Moonblast is just the best STAB you can get and let's you not become complete set up fodder.

Unfortunately Thundurus-Therian isn't that good in OU this gen with the nerf of rain teams partially, but more so is the fact that Thundurus was unbanned from Ubers and is now playable in OU once again. I recommend using Thundurus over Thundurus-Therian for the option to Nasty Plot sweep, is faster, and has Prankster / Defiant, two abilities that are amazing this gen and wildly better than Volt Absorb. Prankster Thunder Wave makes a ton of hyper offensive teams cry as they feed on momentum and speed. Nasty Plot is a solid boosting move that aids Thundurus in killing off bulkier threats and boosts his sweeping capabilities immensely. Thunderbolt is pretty much a staple right now due to the fact that it hits so hard coming from this thing and there isn't a better alternative. The last slot I use usually for Hidden Power Ice, but since you are having a large problem with Mega Heracross and Mega Venusaur I suggest running Hidden Power Flying (this also hits Conkeldurr for a ton). EVs are obvious and Prankster is just so you actually get a chance to Thunder Wave faster threats.

Last generation Latias was infamous for Calm Mind boosting all over some poor soul, but this gen has come and brought about a new Latias set to rule above all others. Offensive Defog Latias is a monster both offensively with its blazing speed and solid special attack, and for its solid defensive typing and plethora of key resistances. If you are unaware Defog removes hazards from both sides of the field so you can increase their longevity even further. The EVs allow you to out speed neutral nature base 110's and lower bar a Choice Scarf and can force speed ties with positive nature 110's. Max special attack is ran to enable Latias to hit as hard as she wants and the defensive EVs are so you take 9% from Life Orb recoil instead of he previous 10% you would have taken. Draco Meteor is the best STAB you can get on Latias and Psyshock destroys Mega Heracross, Mega Venusaur and Gengar. Defog is for hazard control and Roost is to increase your own longevity.

Terrakion was among the top scarf users last generation and for good reason. This gen however Choice Band Terrakion is the better option. Try running a Choice Band over a Choice Scarf and Quick Attack over X Scissor. X Scissor doesn't hit anything relevant and a banded Stone Edge will hurt the Lati's just fine. Thunder Wave Thundurus also slows a ton of threats down so Terrakion has a much easier time punching holes into teams. Lastly drop the 4 HP EVs on Mamoswine and place them in a defensive category so you take 9% from Life Orb recoil again.

Overall this is looking like a very very strong team and I wish you the best of luck with it. I tutor people all the time in OU so if you need some help find me on PS (name is the same) or just PM / VM me here.

Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
- Heal Bell
- Moonblast
- Protect
- Wish

Latias (F) @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature
IVs: 0 Atk
- Defog
- Draco Meteor
- Psyshock
- Roost
 
One problem I can see with this team is that Aegislash can come onto three pokemon nearly for free (Latios, Celebi, and Terrakion locked into anything other than earthquake). Assuming that the Aegislash is max SpA/max Atk and quiet, here's how your team fares:

Latias:
252 Atk Spooky Plate Aegislash-Blade Shadow Sneak vs. 4 HP / 0 Def Latias: 192-228 (63.5 - 75.4%) -- guaranteed 2HKO after Leftovers recovery
+1 252 SpA Latias Hidden Power Fire vs. 0 HP / 4 SpD Aegislash-Shield: 124-146 (47.5 - 55.9%) -- 19.9% chance to 2HKO
252 Atk Spooky Plate Aegislash-Blade Shadow Sneak vs. 4 HP / 0 Def Latias: 192-228 (63.5 - 75.4%) -- guaranteed 2HKO after Leftovers recovery

Mamoswine switching in:
252+ SpA Spooky Plate Aegislash-Blade Shadow Ball vs. 4 HP / 4 SpD Mamoswine: 288-339 (79.5 - 93.6%) -- guaranteed 2HKO
252 Atk Spooky Plate Aegislash-Blade Shadow Sneak vs. 4 HP / 0 Def Mamoswine: 106-126 (29.2 - 34.8%) -- 8.1% chance to 3HKO


Heatran switching in:
If they're a god at prediction:
252 Atk Aegislash-Blade Sacred Sword vs. 252 HP / 0 Def Heatran: 208-246 (53.8 - 63.7%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Spooky Plate Aegislash-Blade Shadow Sneak vs. 252 HP / 0 Def Heatran: 84-99 (21.7 - 25.6%) -- possible 5HKO after Leftovers recovery

otherwise:

252+ SpA Spooky Plate Aegislash-Blade Shadow Ball vs. 252 HP / 252+ SpD Heatran: 133-157 (34.4 - 40.6%) -- 50.6% chance to 3HKO after Leftovers
4 SpA Heatran Lava Plume vs. 0 HP / 4 SpD Aegislash-Shield: 152-182 (58.2 - 69.7%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Aegislash-Blade Sacred Sword vs. 252 HP / 0 Def Heatran: 208-246 (53.8 - 63.7%) -- guaranteed 2HKO after Leftovers recovery

Thundurus-T switching in:
252+ SpA Spooky Plate Aegislash-Blade Shadow Ball vs. 4 HP / 0 SpD Thundurus-T: 231-273 (77 - 91%) -- guaranteed 2HKO
252 Atk Spooky Plate Aegislash-Blade Shadow Sneak vs. 4 HP / 0 Def Thundurus-T: 118-139 (39.3 - 46.3%) -- guaranteed 3HKO

Basically Heatran is the only mon on the team that avoids being 2HKO'd by Aegislash most of the time of the time. However, as Heatran has no recovery, realistically it won't be coming in at full health next time it has to take a hit by Aegislash. This problem is only made worse by the fact that Mamoswine is the only mon that can OHKO Aegislash. You have an easier time with other Aegislash sets, but near the top of the ladder, the max Atk/SpA get more common.

Nog's suggestion of Clefable over Celebi would solve this issue a bit, as Aegislash doesn't even come close to 2HKOing Clefable with shadow ball/sacred sword, and Clefable can whittle its health down with moonblast. You can scout for iron head or flash cannon with protect. It also reduces the number of opportunities Aegislash has to switch in for free.

If you do end up keeping Celebi, I would recommend Baton Pass over U-turn, as U-turn is doing almost no damage anyways, and Baton Pass can get past Pursuit Bisharp, which is becoming more and more popular.
 
Last edited:
Back
Top